import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;

public class TankClient extends Frame {
    public static final int GAME_WIDTH = 1390;
    public static final int GAME_HEIGHT = 750;

    Tank myTank = new Tank(1200, 600, true, Tank.Direction.STOP, this);

    Wall w1 = new Wall(250, 300, 30, 300, this), w2 = new Wall(340, 300, 400, 30, this);
    Wall w3 = new Wall(950, 400, 300, 30, this), w4 = new Wall(800, 300, 30, 300, this);
    List<Explode> explodes = new ArrayList<Explode>();
    List<Missile> missiles = new ArrayList<Missile>();
    List<Tank> tanks = new ArrayList<Tank>();
    Image offScreenImage = null;

    public void paint(Graphics g) {
        g.drawString("missiles count:" + missiles.size(), 10, 50);
        g.drawString("explodes count:" + explodes.size(), 10, 70);
        g.drawString("tanks    count:" + tanks.size(), 10, 90);

        for (int i = 0; i < missiles.size(); i++) {
            Missile m = missiles.get(i);
            m.hitTanks(tanks);
            m.hitTank(myTank);
            m.hitWall(w1);
            m.hitWall(w2);
            m.hitWall(w3);
            m.hitWall(w4);
            m.draw(g);

        }

        for (int i = 0; i < explodes.size(); i++) {
            Explode e = explodes.get(i);
            e.draw(g);
        }

        for (int i = 0; i < tanks.size(); i++) {
            Tank t = tanks.get(i);
            t.collidesWithWall(w1);
            t.collidesWithWall(w2);
            t.collidesWithWall(w3);
            t.collidesWithWall(w4);
            // 为每个敌方坦克对象启用 Tank 类 collidesWithTanks 方法，并将包含所有敌方坦克对象数组传入
            // 用于判断所有敌方是否相互碰撞并转换方向
            t.collidesWithTanks(tanks);
            t.collidesWithTanks(Collections.singletonList(myTank));
            t.draw(g);

        }

        myTank.draw(g);

        myTank.collidesWithWall(w1);
        myTank.collidesWithWall(w2);
        myTank.collidesWithWall(w3);
        myTank.collidesWithWall(w4);

        w1.draw(g);
        w2.draw(g);
        w3.draw(g);
        w4.draw(g);


    }

    public void update(Graphics g) {
        if (offScreenImage == null) {
            offScreenImage = this.createImage(GAME_WIDTH, GAME_HEIGHT);
        }
        Graphics gOffScreen = offScreenImage.getGraphics();
        Color c = gOffScreen.getColor();
        gOffScreen.setColor(Color.GREEN);
        gOffScreen.fillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
        gOffScreen.setColor(c);
        paint(gOffScreen);
        g.drawImage(offScreenImage, 0, 0, null);
    }

    public void lauchFrame() {

        for (int i = 0; i < 30; i++) {
            tanks.add(new Tank(50 + 40 * (i + 1), (50), false, Tank.Direction.D, this));
        }

        this.setSize(GAME_WIDTH, GAME_HEIGHT);
        this.setTitle("TankWar");
        this.addWindowListener(new WindowAdapter() {
            public void windowClosing(WindowEvent e) {
                System.exit(0);
            }
        });
        this.setResizable(false);
        this.setBackground(Color.GREEN);

        this.addKeyListener(new KeyMonitor());

        setVisible(true);

        new Thread(new PaintThread()).start();
    }

    public static void main(String[] args) {
        TankClient tc = new TankClient();
        tc.lauchFrame();
    }

    private class PaintThread implements Runnable {

        public void run() {
            while (true) {
                repaint();
                try {
                    Thread.sleep(50);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
        }
    }

    private class KeyMonitor extends KeyAdapter {

        public void keyReleased(KeyEvent e) {
            myTank.keyReleased(e);
        }

        public void keyPressed(KeyEvent e) {
            myTank.keyPressed(e);
        }

    }
}













